Ride the Shoopuf is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control.: This enchantment becomes a 7/7 Beast creature in addition to its other types.
Complete guide
Ride the Shoopuf is a versatile green enchantment that provides steady growth for your board through the classic Landfall mechanic. While it begins as a support piece, it later transforms into a massive threat that can end the game on its own. Understanding how its triggered and activated abilities interact is key to mastering this card's potential.
Harnessing the Landfall Trigger
Whenever a land enters the battlefield under your control, Ride the Shoopuf's Landfall ability triggers. You choose a target creature you control to receive a +1/+1 counter. This works whether you played your one land for the turn or if a spell put multiple lands into play simultaneously. Note that if a permanent you already control simply becomes a land, such as through an effect that changes its type, Landfall will not trigger; the permanent must actually enter the battlefield as a land.
Resolution and Transformation
The activated ability costing {5}{G}{G} turns Ride the Shoopuf into a 7/7 Beast creature permanently. Unlike many similar effects, this does not have a duration like 'until end of turn.' Once this resolves, it remains a creature-enchantment until it leaves the battlefield or is changed by another effect. If it becomes a creature on the same turn it entered the battlefield, it will be affected by summoning sickness and cannot attack unless it has haste.
Strategic Timing and Errors
A common mistake is forgetting that Ride the Shoopuf can target itself once it has become a creature. Since it retains its enchantment type and its Landfall ability, you can continue to pile +1/+1 counters onto its 7/7 base body. Also, remember that if multiple lands enter the battlefield at once, you get that many separate Landfall triggers, allowing you to distribute counters across your team or stack them all on one creature.
When to Play Ride the Shoopuf
Early in the game, you should play this enchantment to start accumulating value from your land drops. In the late game, it serves as a mana sink. If you have seven mana available and no other threats, activating its transformation gives you an immediate 7/7 blocker or a massive attacker for the following turn.
Interaction examples
With Hardened Scales on the battlefield, any time a land enters under your control, Ride the Shoopuf's Landfall ability triggers. Instead of putting one +1/+1 counter on your target creature, Hardened Scales applies a replacement effect, resulting in two +1/+1 counters being placed on that creature instead.
If you activate Ride the Shoopuf's ability while Garruk's Uprising is in play, it becomes a 7/7 Beast. Garruk's Uprising immediately grants it trample. Note that the 'Whenever a creature enters' ability of Garruk's Uprising will not trigger when you activate the transformation, as Ride the Shoopuf was already on the battlefield and did not 'enter' when it became a creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ride the Shoopuf
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
No other card is named in this ruling.
- #2· Wizards of the Coast
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
No other card is named in this ruling.
- #3· Wizards of the Coast
Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. As a result, you can have those abilities resolve in the order of your choosing.
No other card is named in this ruling.
- #4· Wizards of the Coast
If Ride the Shoopuf becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to attack with it that turn.
No other card is named in this ruling.
- #5· Wizards of the Coast
Ride the Shoopuf's last ability doesn't have a duration. Once it resolves, it will remain in effect until the game ends, Ride the Shoopuf's leaves the battlefield, or some subsequent effect changes its characteristics, whichever comes first.
No other card is named in this ruling.
Legal formats
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Meta decks with Ride the Shoopuf
No archived Top 8 deck with this card yet.



Hardened Scales
Garruk's Uprising